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Phase fixes (#7484)
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@@ -7,6 +7,9 @@
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if(!istype(M))
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return
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if(M.is_incorporeal()) // CHOMPEdit - Don't buckle phased entities.
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return
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if(!has_buckled_mobs() && !M.buckled && !M.anchored && (issmall(M) || prob(round(seed.get_trait(TRAIT_POTENCY)/3))))
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//wait a tick for the Entered() proc that called HasProximity() to finish (and thus the moving animation),
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//so we don't appear to teleport from two tiles away when moving into a turf adjacent to vines.
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